diff --git a/ADnD_2E_Revised/2ESheet.html b/ADnD_2E_Revised/2ESheet.html index f367b243e9..5c74331d1e 100644 --- a/ADnD_2E_Revised/2ESheet.html +++ b/ADnD_2E_Revised/2ESheet.html @@ -18702,6 +18702,7 @@ + @@ -19923,6 +19924,18 @@ + + + + + + + + + + + + @@ -20334,6 +20347,18 @@ + + + + + + + + + + + + @@ -50164,6 +50189,273 @@ pri7['Death Pact'] = { }; //#endregion +//#region Player's Option: Spells & Magic +pri1['Astral Celerity'] = { + 'level': '1', + 'school': 'Alteration', + 'sphere': 'Astral', + 'range': '0', + 'duration': '[[@{level-priest}]] hour(s)', + 'aoe': 'The caster', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+3', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 160', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enhances the caster’s movement capabilities in extraplanar settings by attuning him to his new surroundings. While very few 1st-level priests find themselves in this situation, higher level characters often make use of this spell. *Astral celerity* doubles the character’s movement rate on the Astral Plane; normally, characters move at a rate of 30 times their Intelligence score in feet per round, but this spell increases this to 60 feet times their Intelligence score. As an incidental benefit, the caster also attunes himself to the plane much faster and suffers no penalties for missile fire while astral.\n While *astral celerity* is most often used in the astral plane, it also offers a small benefit to ethereal characters, too: their movement rates are increased by 50%, so a character with a movement rate of 12 would enjoy a movement rate of 18 while this spell was in effect. Of course, time and distance have little meaning in the overall scheme of the Astral or Ethereal Planes, but *relative* speed could be very important in avoiding an unpleasant encounter or escaping from pursuit of some kind.' +}; +pri1['Battlefate'] = { + 'level': '1', + 'school': 'Alteration', + 'sphere': 'Chaos', + 'range': '20 yards', + 'duration': '[[2*[[@{level-priest}]] ]] rounds', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'An electrum coin tossed by the priest as he casts the spell.', + 'reference': 'p. 160', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell alters probability to favor one character or creature locked in battle. His opponent may stumble at an awkward time, a clumsy parry might catch the enemy’s weapon at just the right angle, or he happens to notice the foe moving in for a flank attack. The more powerful the priest, the more potent the aid; combat modifiers provided by *battlefate* equal +1 per three levels, so a 1st-level caster provides a +1 bonus, a 4th-level caster a +2 bonus, a 7th-level caster a +3, and so on to a maximum of +5 for a 13th-level priest. Currently +[[{floor([[@{level-priest}]]/3),5}kl1]] bonus. The exact form of the aid or assistance varies from round to round—roll a d6 to see which aspect of the subject’s combat abilities are affected in any given round.}}{{c1-1=**d6**}}{{c2-1=1}}{{c3-1=2}}{{c4-1=3}}{{c5-1=4}}{{c6-1=5}}{{c7-1=6}}{{c1-2=**Effect**}}{{c2-2=Nothing happens}}{{c3-2=Defenses enhanced, apply bonus to subject AC}}{{c4-2=Luck enhanced, apply bonus to saving throws}}{{c5-2=Accuracy enhanced, apply bonus to attack rolls}}{{c6-2=Damage enhanced, apply bonus to damage rolls}}{{c7-2=Lucky opening! Subject gains one extra attack with either enhanced accuracy or damage (subject’s choice)}}{{effects2= If the character does not make a roll of the specified type in the round, he gains no benefit for the spell; for example, if the character gains the saving throw bonus but doesn’t have to make any saving throws during the round in question, *battlefate* doesn’t help him. Of course, in the following round, the spell may provide him with a different benefit. Note that on a roll of 1, *battlefate* does not help the character the priest intends to aid—such is the nature of chaos.' +}; +pri1['Blessed Watchfulness'] = { + 'level': '1', + 'school': 'Alteration', + 'sphere': 'Guardian', + 'range': 'Touch', + 'duration': '[[4+[[@{level-priest}]] ]] hours', + 'aoe': 'Creature touched', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+3', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 160', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By casting this spell, the priest confers exceptional powers of observation and alertness to one creature for the duration of the spell. While *blessed watchfulness* is in effect, the designated sentinel remains alert, awake and vigilant for the duration of the spell. In fact, it takes a roll of 1 to surprise someone under this effect. He resists *sleep* spells and similar magic as if he were 4 levels or Hit Dice higher than his actual level and gains a +2 bonus to saving throws against other spells or effects that could lower his guard or force him to abandon his watch, including *charm*, *beguiling*, *fear*, *emotion*, and similar mind-affecting spells. If the effect normally allows no saving throw, the watcher gains no special benefit.' +}; +pri1['Calculate'] = { + 'level': '1', + 'school': 'Divination', + 'sphere': 'Numbers', + 'range': '0', + 'duration': 'Instantaneous', + 'aoe': 'The caster', + 'components': 'S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+3', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A miniature abacus of ivory worth at least 100 gp. It is not consumed in the casting of the spell.', + 'reference': 'p. 160', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the priest can accurately estimate the chance of success of one specific action, such as climbing a dangerous cliff, making a trick bowshot, crossing a burning room unharmed, or even striking an enemy. The action in question must be one that would normally be resolved by a die roll, but the priest doesn’t have to be the person who attempts the feat; he can use *calculate* to estimate the odds for anyone taking an action in his sight. The priest has a 70% chance, +2% per level, of making an accurate estimate. Currently [[{70+2*[[@{level-priest}]],98}kl1]].\n If successful, the DM reveals to the player the action’s chance for success or any modifiers that may be in play. For example, he could reveal a particular opponent’s Armor Class or THAC0, the saving throw an opponent would require in order to save against a particular spell cast by the priest or the priest’s wizard companion, or a character’s chance to open doors, bend bars, or use a thief ability. The priest could even *calculate* his odds for actions that might be resolved by a die roll or DM caprice, such as his chance to avoid detection by hiding behind a rock. This spell takes into account factors that the priest himself may not be aware of, so from time to time a character may receive some very confusing results from this spell. For instance, if the priest doesn’t know that an orc chieftain is actually a *polymorphed* tanar’ri masquerading as an orc, he may be astonished to learn that the “orc” has a THAC0 of 7!\n If the priest fails his calculation check with a roll of 99 or 00, his calculation is wildly skewed in a random fashion.' +}; +pri1['Calm Animals'] = { + 'level': '1', + 'school': 'Enchantment/Charm', + 'sphere': 'Animal', + 'range': '60 yards', + 'duration': '1 turn + [[@{level-priest}]] round(s)', + 'aoe': 'Special', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'Special', + 'subtlety': '+3', + 'sensory': 'Moderate audio', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 161', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell soothes and quiets normal animals, which renders them docile and harmless. Only creatures with Intelligence ratings of 1 to 4 (in other words, animal- or semi-intelligent creatures) can be affected by this spell. The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th-level priest could affect 2d4+4 Hit Dice of creatures. Currently [[2d4+[[@{level-priest}]] ]] Hit Dice of creatures. The caster can affect any animals he wishes to within the spell’s range, but all the subjects must be of the same species. The subject creatures are not allowed a saving throw unless they have magical powers, abilities, or are clearly not entirely natural; a priest could calm a normal bear, war dog, or wolf with little trouble, but it’s more difficult to affect a winter wolf, hell hound, or owlbear.\n While under the influence of this spell, the affected creatures remain where they are and do not attack or flee, unless they are attacked or confronted by a significant hazard such as a fire or a hungry predator. Once roused, the spell’s magic is broken and the animals are free to act in whatever fashion they normally would. Note that creatures affected by this spell are *not* helpless and defend themselves normally if attacked.' +}; +pri1['Dispel Fatigue'] = { + 'level': '1', + 'school': 'Necromancy', + 'sphere': 'Necromantic', + 'range': '30 yards', + 'duration': 'Instantaneous', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A sprinkle of fresh, *blessed* springwater.', + 'reference': 'p. 161', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell removes physical fatigue or exhaustion from the subject by undoing the physiological effects of his exertions. The subject is instantly restored to his normal, fully rested level of endurance or vigor. This spell can be used to negate the penalties of forced marching, long swims, jogging, running, or sprinting, or even accumulated fatigue points from either the *Player’s Option: Combat & Tactics* rules or the magic fatigue rules in Chapter 6 . Once this spell has been cast, the subject may start to accumulate fatigue or fatigue-based penalties again, depending on how he continues to exert himself.' +}; +pri1['Firelight'] = { + 'level': '1', + 'school': 'Alteration', + 'sphere': 'Elemental Fire', + 'range': 'Touch', + 'duration': '[[4+floor([[@{level-priest}]]/2)]] hours', + 'aoe': '1 object', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'Large visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A mix of resins and incense, thrown into the flame to be affected.', + 'reference': 'p. 161', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': 'Against living or elemental fire creatues: [[@{level-priest}]]d2', + 'damage-type': '', + 'healing': '', + 'effect': 'This variant of the spell *log of everburning* changes one small fire no larger than a campfire into *firelight*. The flame ceases to produce smoke and becomes much cooler; within 1 turn of the spell’s casting, the fire cools enough to be handled or touched barehanded without causing harm. The *firelight* is resistant to gusts of wind or poor burning conditions (pouring rain, lack of air, and so on), but complete immersion in water, vacuum, or magical darkness extinguishes the flame immediately. *Firelight* burns brighter and steadier than a normal flame, and a torch enchanted with this spell sheds light in a 30-foot radius instead of the normal 15-foot radius. The fuel source lasts throughout the duration of the spell. Unlike *log of everburning*, this spell is not at all useful for staying warm since *firelight* produces very little heat.\n *Firelight* inflicts 1d2 points of damage per caster level if cast on creatures of living or elemental fire, but has no other effect on these monsters.' +}; +pri1['Orison'] = { + 'level': '1', + 'school': 'Various schools', + 'sphere': 'All', + 'range': '10 yards', + 'duration': 'Special', + 'aoe': 'Varies', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+3', + 'sensory': 'Small visual/audio', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 162', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The most humble of priestly spells is the *orison*, a brief prayer or invocation of a minor nature. Typically, priests learn a number of *orisons* as acolytes or students in order to hone their spellcasting skills and emphasize concepts, ideals, or phrases of particular importance to the faith. Because an *orison*s is not even on par with other 1st-level magic, a priest memorizes a number of individual *orisons* equal to three +1 per level (up to a maximum of nine) when he devotes a 1st-level spell slot to *orison*. Currently [[{3+[[@{level-priest}]],9}kl1]]. In other words, a 1st-level priest can memorize four *orisons* for one 1st-level spell slot, a 2nd-level priest can memorize five, and so on.\n Unlike cantrip, an *orison* must have a specific effect, although the priest need not decide which incantation he will use until he actually casts the spell. Regardless of the prayer chosen, the *orison’s* duration is never more than one round per level. Currently [[@{level-priest}]] rounds. Known *orisons* include the following:}}{{style=min1}}{{c1-2=**•**}}{{c2-2=**•**}}{{c3-2=**•**}}{{c4-2=**•**}}{{c5-2=**•**}}{{c6-2=**•**}}{{c7-2=**•**}}{{c8-2=**•**}}{{c9-2=**•**}}{{c10-2=**•**}}{{c1-1=**Alleviate:** A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a –2 penalty.}}{{c2-1=**Calm:** A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell with a –2 penalty to calm themselves.}}{{c3-1=**Clarity:** For the duration of the orison, the priest’s speech is clear and free of impediment—useful for readings from sacred texts and other such rites. Magical conditions such as *confuse languages* cannot be overcome by this *orison*.}}{{c4-1=**Courage:** The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration.}}{{c5-1=**Guidance:** The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.}}{{c6-1=**Healing:** By his touch, the priest may heal a creature of 1 point of damage.}}{{c7-1=**Magic sense:** If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.}}{{c8-1=**Memory:** Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.}}{{c9-1=**Resistance to magic:** The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the *orison’s* duration.}}{{c10-1=**Resistance to poison:** The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the *orison’s* duration.}}{{effects2= Other *orison*s of similar power or scope may be permitted by the DM. Generally, an *orison* should not affect more than one creature or die roll at a time, and an *orison* that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive *orison* would be quite rare and most probably associated with an evil or chaotic priesthood.' +}; +pri1['Protection from Chaos'] = { + 'level': '1', + 'school': 'Abjuration', + 'sphere': 'Law', + 'range': 'Touch', + 'duration': '[[3*[[@{level-priest}]] ]] rounds', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'Small visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A small ring of gold or lead tempered by a chaotic smith.', + 'reference': 'p. 162', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Resembling the spell *protection from evil*, this abjuration wards the creature touched from the attacks of minions of chaos. Chaotic creatures suffer a –2 penalty to attack rolls against the spell recipient, and the subject gains a +2 bonus to saving throws against spells or other attacks employed by chaotic creatures. Attempts to possess, *dominate*, or exercise other forms of mental control against the recipient are automatically blocked by this spell.\n *Protection from chaos* also wards the recipient against contact with extraplanar creatures of chaotic origin, including tanar’ri, slaad, and eladrin. Unlike *protection from evil*, this spell does not necessarily guard against summoned or conjured creatures unless the creatures in question are chaotic in alignment. However, *protection from chaos* does protect the recipient from creatures influenced by *confusion* and *chaos* spells and effects. The natural or bodily attacks of such creatures automatically fail, as long as the recipient does not use the spell’s power to trap, pin, or drive back the chaotic creatures in question. The spell ends if the recipient makes a melee attack against creatures that are prevented from attacking him by this spell.\n Note that this spell is not reversible.' +}; +pri1['Strength of Stone'] = { + 'level': '1', + 'school': 'Invocation/Evocation', + 'sphere': 'Elemental Earth', + 'range': 'Touch', + 'duration': '[[3+[[@{level-priest}]] ]] rounds', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A chip of granite and a hair from a giant.', + 'reference': 'p. 162', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell grants supernatural strength to the recipient by raising his Strength score by [[1d4]] points or to a minimum of 16, whichever is higher. Each 10% of exceptional Strength counts as 1 point, so a character with a Strength of 17 could be raised as high as an 18/30, but no higher. Both the priest and the recipient must be in contact with solid stone or earth when the spell is cast—standing on the ground will do nicely, but **flying** or swimming will not. The spell lasts for 3 rounds plus 1 round per caster level or until the subject loses contact with the earth. Obviously, this can happen in a number of ways, including being picked up or grappled by a larger creature, being knocked through the air by an impact or explosion, or even being magically moved in some fashion.' +}; +pri1['Sunscorch'] = { + 'level': '1', + 'school': 'Invocation/Evocation', + 'sphere': 'Sun', + 'range': '40 yards', + 'duration': 'Instantaneous', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'Negate', + 'subtlety': '+3', + 'sensory': 'Moderate visual, moderate tactile', + 'knockdown': '[[d6]]', + 'crit-size': 'Medium (1 hit)', + 'materials': '', + 'reference': 'p. 163', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '[[1d6+[[@{level-priest}]] ]]. Undead and monsters vulnerable to bright light takes an additional [[@{level-priest}]]', + 'damage-type': 'Fire', + 'healing': '', + 'effect': 'This spell creates a brilliant ray of scorching heat that slants down from the sky to strike one target of the caster’s choice. The victim is entitled to a saving throw vs. spell to avoid the ray—a successful save indicates that it missed altogether. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per caster level. In addition to sustaining damage, living victims are also blinded for [[1d4]] rounds by the spell.\n The sun must be in the sky when *sunscorch* is cast, or the spell fails entirely. It cannot be cast underground, indoors, or in hours of darkness, although routine overcasts do not hinder the *sunscorch*.' +}; +pri1['Wind Column'] = { + 'level': '1', + 'school': 'Invocation/Evocation', + 'sphere': 'Elemental Air', + 'range': '0', + 'duration': '[[2*[[@{level-priest}]] ]] rounds', + 'aoe': 'The caster', + 'components': 'S', + 'cast-time': '1', + 'saving-throw': 'None', + 'subtlety': '+1', + 'sensory': 'Moderate visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 163', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'A priest with access to this spell need not fear most routine falls, since the casting of the *wind column* creates a pillar of strong winds to slow his descent. The spell is most effective in areas or regions where a strong breeze is available, such as the heights of a mountain or the mast of a ship at sea. In areas of dead, calm air, it is much more difficult to muster the windpower necessary to arrest the caster’s fall. The caster’s rate of descent (and risk of damage) varies with the strength of the prevailing winds, as shown below.\n If the wind is very strong, the caster can even choose to gain altitude instead of falling, although he can rise no higher than 5 feet per level above his original height before the *wind column* loses cohesiveness and he starts to fall again. Currently [[5*[[@{level-priest}]] ]] feet. However, a priest could use this to leap out a castle window and allow the winds to bear him to the roof of the tower, if the conditions are right.}}{{style=bottom3 sheet-spell-center2 sheet-spell-center3}}{{c1-1=**Wind**\n**Strength**}}{{c2-1=Very strong}}{{c3-1=Strong}}{{c4-1=Moderate}}{{c5-1=Light}}{{c6-1=None}}{{c1-2=**Falling**\n**Rate**}}{{c2-2=±2 ft./sec. (120 ft./rd.)}}{{c3-2=4 ft./sec. (240 ft./rd.)}}{{c4-2=8 ft./sec. (480 ft./rd.)}}{{c5-2=16 ft./sec. (960 ft./rd.)}}{{c6-2=32 ft./sec. (2000 ft./rd.)}}{{c1-3=**Damage**\n**Sustained**}}{{c2-3=None}}{{c3-3=None}}{{c4-3=1 per 10 ft.¹}}{{c5-3=1d2 per 10 ft.²}}{{c6-3=1d3 per 10 ft.³}}{{effects2=¹ Maximum of 8 points\n² Maximum of 10d2\n³ Maximum of 12d3\n\n If you prefer to use the combat round scale from *Player’s Option: Combat & Tactics* , rounds are approximately one-tenth as long, and movement per round is reduced accordingly. For example, in moderate winds, the caster will fall about 48 feet per round in the *Combat & Tactics* scale.' +}; +//#endregion + const priestSpells = {}; priestSpells['pri1'] = pri1; priestSpells['pri2'] = pri2; diff --git a/ADnD_2E_Revised/html/components/datalists.html b/ADnD_2E_Revised/html/components/datalists.html index b8932727a2..e17273fe17 100644 --- a/ADnD_2E_Revised/html/components/datalists.html +++ b/ADnD_2E_Revised/html/components/datalists.html @@ -194,6 +194,7 @@ + diff --git a/ADnD_2E_Revised/html/components/dynamicDatalists.html b/ADnD_2E_Revised/html/components/dynamicDatalists.html index c18f626424..19ae325fc5 100644 --- a/ADnD_2E_Revised/html/components/dynamicDatalists.html +++ b/ADnD_2E_Revised/html/components/dynamicDatalists.html @@ -1137,6 +1137,18 @@ + + + + + + + + + + + + @@ -1548,6 +1560,18 @@ + + + + + + + + + + + + diff --git a/ADnD_2E_Revised/javascript/priestSpells.js b/ADnD_2E_Revised/javascript/priestSpells.js index 85e7dd26d9..b562579807 100644 --- a/ADnD_2E_Revised/javascript/priestSpells.js +++ b/ADnD_2E_Revised/javascript/priestSpells.js @@ -7602,6 +7602,273 @@ pri7['Death Pact'] = { }; //#endregion +//#region Player's Option: Spells & Magic +pri1['Astral Celerity'] = { + 'level': '1', + 'school': 'Alteration', + 'sphere': 'Astral', + 'range': '0', + 'duration': '[[@{level-priest}]] hour(s)', + 'aoe': 'The caster', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+3', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 160', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell enhances the caster’s movement capabilities in extraplanar settings by attuning him to his new surroundings. While very few 1st-level priests find themselves in this situation, higher level characters often make use of this spell. *Astral celerity* doubles the character’s movement rate on the Astral Plane; normally, characters move at a rate of 30 times their Intelligence score in feet per round, but this spell increases this to 60 feet times their Intelligence score. As an incidental benefit, the caster also attunes himself to the plane much faster and suffers no penalties for missile fire while astral.\n While *astral celerity* is most often used in the astral plane, it also offers a small benefit to ethereal characters, too: their movement rates are increased by 50%, so a character with a movement rate of 12 would enjoy a movement rate of 18 while this spell was in effect. Of course, time and distance have little meaning in the overall scheme of the Astral or Ethereal Planes, but *relative* speed could be very important in avoiding an unpleasant encounter or escaping from pursuit of some kind.' +}; +pri1['Battlefate'] = { + 'level': '1', + 'school': 'Alteration', + 'sphere': 'Chaos', + 'range': '20 yards', + 'duration': '[[2*[[@{level-priest}]] ]] rounds', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'An electrum coin tossed by the priest as he casts the spell.', + 'reference': 'p. 160', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell alters probability to favor one character or creature locked in battle. His opponent may stumble at an awkward time, a clumsy parry might catch the enemy’s weapon at just the right angle, or he happens to notice the foe moving in for a flank attack. The more powerful the priest, the more potent the aid; combat modifiers provided by *battlefate* equal +1 per three levels, so a 1st-level caster provides a +1 bonus, a 4th-level caster a +2 bonus, a 7th-level caster a +3, and so on to a maximum of +5 for a 13th-level priest. Currently +[[{floor([[@{level-priest}]]/3),5}kl1]] bonus. The exact form of the aid or assistance varies from round to round—roll a d6 to see which aspect of the subject’s combat abilities are affected in any given round.}}{{c1-1=**d6**}}{{c2-1=1}}{{c3-1=2}}{{c4-1=3}}{{c5-1=4}}{{c6-1=5}}{{c7-1=6}}{{c1-2=**Effect**}}{{c2-2=Nothing happens}}{{c3-2=Defenses enhanced, apply bonus to subject AC}}{{c4-2=Luck enhanced, apply bonus to saving throws}}{{c5-2=Accuracy enhanced, apply bonus to attack rolls}}{{c6-2=Damage enhanced, apply bonus to damage rolls}}{{c7-2=Lucky opening! Subject gains one extra attack with either enhanced accuracy or damage (subject’s choice)}}{{effects2= If the character does not make a roll of the specified type in the round, he gains no benefit for the spell; for example, if the character gains the saving throw bonus but doesn’t have to make any saving throws during the round in question, *battlefate* doesn’t help him. Of course, in the following round, the spell may provide him with a different benefit. Note that on a roll of 1, *battlefate* does not help the character the priest intends to aid—such is the nature of chaos.' +}; +pri1['Blessed Watchfulness'] = { + 'level': '1', + 'school': 'Alteration', + 'sphere': 'Guardian', + 'range': 'Touch', + 'duration': '[[4+[[@{level-priest}]] ]] hours', + 'aoe': 'Creature touched', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+3', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 160', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By casting this spell, the priest confers exceptional powers of observation and alertness to one creature for the duration of the spell. While *blessed watchfulness* is in effect, the designated sentinel remains alert, awake and vigilant for the duration of the spell. In fact, it takes a roll of 1 to surprise someone under this effect. He resists *sleep* spells and similar magic as if he were 4 levels or Hit Dice higher than his actual level and gains a +2 bonus to saving throws against other spells or effects that could lower his guard or force him to abandon his watch, including *charm*, *beguiling*, *fear*, *emotion*, and similar mind-affecting spells. If the effect normally allows no saving throw, the watcher gains no special benefit.' +}; +pri1['Calculate'] = { + 'level': '1', + 'school': 'Divination', + 'sphere': 'Numbers', + 'range': '0', + 'duration': 'Instantaneous', + 'aoe': 'The caster', + 'components': 'S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+3', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A miniature abacus of ivory worth at least 100 gp. It is not consumed in the casting of the spell.', + 'reference': 'p. 160', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'By means of this spell, the priest can accurately estimate the chance of success of one specific action, such as climbing a dangerous cliff, making a trick bowshot, crossing a burning room unharmed, or even striking an enemy. The action in question must be one that would normally be resolved by a die roll, but the priest doesn’t have to be the person who attempts the feat; he can use *calculate* to estimate the odds for anyone taking an action in his sight. The priest has a 70% chance, +2% per level, of making an accurate estimate. Currently [[{70+2*[[@{level-priest}]],98}kl1]].\n If successful, the DM reveals to the player the action’s chance for success or any modifiers that may be in play. For example, he could reveal a particular opponent’s Armor Class or THAC0, the saving throw an opponent would require in order to save against a particular spell cast by the priest or the priest’s wizard companion, or a character’s chance to open doors, bend bars, or use a thief ability. The priest could even *calculate* his odds for actions that might be resolved by a die roll or DM caprice, such as his chance to avoid detection by hiding behind a rock. This spell takes into account factors that the priest himself may not be aware of, so from time to time a character may receive some very confusing results from this spell. For instance, if the priest doesn’t know that an orc chieftain is actually a *polymorphed* tanar’ri masquerading as an orc, he may be astonished to learn that the “orc” has a THAC0 of 7!\n If the priest fails his calculation check with a roll of 99 or 00, his calculation is wildly skewed in a random fashion.' +}; +pri1['Calm Animals'] = { + 'level': '1', + 'school': 'Enchantment/Charm', + 'sphere': 'Animal', + 'range': '60 yards', + 'duration': '1 turn + [[@{level-priest}]] round(s)', + 'aoe': 'Special', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'Special', + 'subtlety': '+3', + 'sensory': 'Moderate audio', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 161', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell soothes and quiets normal animals, which renders them docile and harmless. Only creatures with Intelligence ratings of 1 to 4 (in other words, animal- or semi-intelligent creatures) can be affected by this spell. The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th-level priest could affect 2d4+4 Hit Dice of creatures. Currently [[2d4+[[@{level-priest}]] ]] Hit Dice of creatures. The caster can affect any animals he wishes to within the spell’s range, but all the subjects must be of the same species. The subject creatures are not allowed a saving throw unless they have magical powers, abilities, or are clearly not entirely natural; a priest could calm a normal bear, war dog, or wolf with little trouble, but it’s more difficult to affect a winter wolf, hell hound, or owlbear.\n While under the influence of this spell, the affected creatures remain where they are and do not attack or flee, unless they are attacked or confronted by a significant hazard such as a fire or a hungry predator. Once roused, the spell’s magic is broken and the animals are free to act in whatever fashion they normally would. Note that creatures affected by this spell are *not* helpless and defend themselves normally if attacked.' +}; +pri1['Dispel Fatigue'] = { + 'level': '1', + 'school': 'Necromancy', + 'sphere': 'Necromantic', + 'range': '30 yards', + 'duration': 'Instantaneous', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A sprinkle of fresh, *blessed* springwater.', + 'reference': 'p. 161', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell removes physical fatigue or exhaustion from the subject by undoing the physiological effects of his exertions. The subject is instantly restored to his normal, fully rested level of endurance or vigor. This spell can be used to negate the penalties of forced marching, long swims, jogging, running, or sprinting, or even accumulated fatigue points from either the *Player’s Option: Combat & Tactics* rules or the magic fatigue rules in Chapter 6 . Once this spell has been cast, the subject may start to accumulate fatigue or fatigue-based penalties again, depending on how he continues to exert himself.' +}; +pri1['Firelight'] = { + 'level': '1', + 'school': 'Alteration', + 'sphere': 'Elemental Fire', + 'range': 'Touch', + 'duration': '[[4+floor([[@{level-priest}]]/2)]] hours', + 'aoe': '1 object', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'Large visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A mix of resins and incense, thrown into the flame to be affected.', + 'reference': 'p. 161', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': 'Against living or elemental fire creatues: [[@{level-priest}]]d2', + 'damage-type': '', + 'healing': '', + 'effect': 'This variant of the spell *log of everburning* changes one small fire no larger than a campfire into *firelight*. The flame ceases to produce smoke and becomes much cooler; within 1 turn of the spell’s casting, the fire cools enough to be handled or touched barehanded without causing harm. The *firelight* is resistant to gusts of wind or poor burning conditions (pouring rain, lack of air, and so on), but complete immersion in water, vacuum, or magical darkness extinguishes the flame immediately. *Firelight* burns brighter and steadier than a normal flame, and a torch enchanted with this spell sheds light in a 30-foot radius instead of the normal 15-foot radius. The fuel source lasts throughout the duration of the spell. Unlike *log of everburning*, this spell is not at all useful for staying warm since *firelight* produces very little heat.\n *Firelight* inflicts 1d2 points of damage per caster level if cast on creatures of living or elemental fire, but has no other effect on these monsters.' +}; +pri1['Orison'] = { + 'level': '1', + 'school': 'Various schools', + 'sphere': 'All', + 'range': '10 yards', + 'duration': 'Special', + 'aoe': 'Varies', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+3', + 'sensory': 'Small visual/audio', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 162', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'The most humble of priestly spells is the *orison*, a brief prayer or invocation of a minor nature. Typically, priests learn a number of *orisons* as acolytes or students in order to hone their spellcasting skills and emphasize concepts, ideals, or phrases of particular importance to the faith. Because an *orison*s is not even on par with other 1st-level magic, a priest memorizes a number of individual *orisons* equal to three +1 per level (up to a maximum of nine) when he devotes a 1st-level spell slot to *orison*. Currently [[{3+[[@{level-priest}]],9}kl1]]. In other words, a 1st-level priest can memorize four *orisons* for one 1st-level spell slot, a 2nd-level priest can memorize five, and so on.\n Unlike cantrip, an *orison* must have a specific effect, although the priest need not decide which incantation he will use until he actually casts the spell. Regardless of the prayer chosen, the *orison’s* duration is never more than one round per level. Currently [[@{level-priest}]] rounds. Known *orisons* include the following:}}{{style=min1}}{{c1-2=**•**}}{{c2-2=**•**}}{{c3-2=**•**}}{{c4-2=**•**}}{{c5-2=**•**}}{{c6-2=**•**}}{{c7-2=**•**}}{{c8-2=**•**}}{{c9-2=**•**}}{{c10-2=**•**}}{{c1-1=**Alleviate:** A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a –2 penalty.}}{{c2-1=**Calm:** A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell with a –2 penalty to calm themselves.}}{{c3-1=**Clarity:** For the duration of the orison, the priest’s speech is clear and free of impediment—useful for readings from sacred texts and other such rites. Magical conditions such as *confuse languages* cannot be overcome by this *orison*.}}{{c4-1=**Courage:** The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration.}}{{c5-1=**Guidance:** The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.}}{{c6-1=**Healing:** By his touch, the priest may heal a creature of 1 point of damage.}}{{c7-1=**Magic sense:** If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.}}{{c8-1=**Memory:** Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.}}{{c9-1=**Resistance to magic:** The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the *orison’s* duration.}}{{c10-1=**Resistance to poison:** The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the *orison’s* duration.}}{{effects2= Other *orison*s of similar power or scope may be permitted by the DM. Generally, an *orison* should not affect more than one creature or die roll at a time, and an *orison* that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive *orison* would be quite rare and most probably associated with an evil or chaotic priesthood.' +}; +pri1['Protection from Chaos'] = { + 'level': '1', + 'school': 'Abjuration', + 'sphere': 'Law', + 'range': 'Touch', + 'duration': '[[3*[[@{level-priest}]] ]] rounds', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'Small visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A small ring of gold or lead tempered by a chaotic smith.', + 'reference': 'p. 162', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'Resembling the spell *protection from evil*, this abjuration wards the creature touched from the attacks of minions of chaos. Chaotic creatures suffer a –2 penalty to attack rolls against the spell recipient, and the subject gains a +2 bonus to saving throws against spells or other attacks employed by chaotic creatures. Attempts to possess, *dominate*, or exercise other forms of mental control against the recipient are automatically blocked by this spell.\n *Protection from chaos* also wards the recipient against contact with extraplanar creatures of chaotic origin, including tanar’ri, slaad, and eladrin. Unlike *protection from evil*, this spell does not necessarily guard against summoned or conjured creatures unless the creatures in question are chaotic in alignment. However, *protection from chaos* does protect the recipient from creatures influenced by *confusion* and *chaos* spells and effects. The natural or bodily attacks of such creatures automatically fail, as long as the recipient does not use the spell’s power to trap, pin, or drive back the chaotic creatures in question. The spell ends if the recipient makes a melee attack against creatures that are prevented from attacking him by this spell.\n Note that this spell is not reversible.' +}; +pri1['Strength of Stone'] = { + 'level': '1', + 'school': 'Invocation/Evocation', + 'sphere': 'Elemental Earth', + 'range': 'Touch', + 'duration': '[[3+[[@{level-priest}]] ]] rounds', + 'aoe': '1 creature', + 'components': 'V, S, M', + 'cast-time': '4', + 'saving-throw': 'None', + 'subtlety': '+4', + 'sensory': 'None', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': 'A chip of granite and a hair from a giant.', + 'reference': 'p. 162', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'This spell grants supernatural strength to the recipient by raising his Strength score by [[1d4]] points or to a minimum of 16, whichever is higher. Each 10% of exceptional Strength counts as 1 point, so a character with a Strength of 17 could be raised as high as an 18/30, but no higher. Both the priest and the recipient must be in contact with solid stone or earth when the spell is cast—standing on the ground will do nicely, but **flying** or swimming will not. The spell lasts for 3 rounds plus 1 round per caster level or until the subject loses contact with the earth. Obviously, this can happen in a number of ways, including being picked up or grappled by a larger creature, being knocked through the air by an impact or explosion, or even being magically moved in some fashion.' +}; +pri1['Sunscorch'] = { + 'level': '1', + 'school': 'Invocation/Evocation', + 'sphere': 'Sun', + 'range': '40 yards', + 'duration': 'Instantaneous', + 'aoe': '1 creature', + 'components': 'V, S', + 'cast-time': '4', + 'saving-throw': 'Negate', + 'subtlety': '+3', + 'sensory': 'Moderate visual, moderate tactile', + 'knockdown': '[[d6]]', + 'crit-size': 'Medium (1 hit)', + 'materials': '', + 'reference': 'p. 163', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '[[1d6+[[@{level-priest}]] ]]. Undead and monsters vulnerable to bright light takes an additional [[@{level-priest}]]', + 'damage-type': 'Fire', + 'healing': '', + 'effect': 'This spell creates a brilliant ray of scorching heat that slants down from the sky to strike one target of the caster’s choice. The victim is entitled to a saving throw vs. spell to avoid the ray—a successful save indicates that it missed altogether. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures and monsters vulnerable to bright light sustain 1d6 points of damage, plus 2 points per caster level. In addition to sustaining damage, living victims are also blinded for [[1d4]] rounds by the spell.\n The sun must be in the sky when *sunscorch* is cast, or the spell fails entirely. It cannot be cast underground, indoors, or in hours of darkness, although routine overcasts do not hinder the *sunscorch*.' +}; +pri1['Wind Column'] = { + 'level': '1', + 'school': 'Invocation/Evocation', + 'sphere': 'Elemental Air', + 'range': '0', + 'duration': '[[2*[[@{level-priest}]] ]] rounds', + 'aoe': 'The caster', + 'components': 'S', + 'cast-time': '1', + 'saving-throw': 'None', + 'subtlety': '+1', + 'sensory': 'Moderate visual', + 'knockdown': 'None', + 'crit-size': 'None', + 'materials': '', + 'reference': 'p. 163', + 'book': 'Player\'s Option: Spells & Magic', + 'damage': '', + 'damage-type': '', + 'healing': '', + 'effect': 'A priest with access to this spell need not fear most routine falls, since the casting of the *wind column* creates a pillar of strong winds to slow his descent. The spell is most effective in areas or regions where a strong breeze is available, such as the heights of a mountain or the mast of a ship at sea. In areas of dead, calm air, it is much more difficult to muster the windpower necessary to arrest the caster’s fall. The caster’s rate of descent (and risk of damage) varies with the strength of the prevailing winds, as shown below.\n If the wind is very strong, the caster can even choose to gain altitude instead of falling, although he can rise no higher than 5 feet per level above his original height before the *wind column* loses cohesiveness and he starts to fall again. Currently [[5*[[@{level-priest}]] ]] feet. However, a priest could use this to leap out a castle window and allow the winds to bear him to the roof of the tower, if the conditions are right.}}{{style=bottom3 sheet-spell-center2 sheet-spell-center3}}{{c1-1=**Wind**\n**Strength**}}{{c2-1=Very strong}}{{c3-1=Strong}}{{c4-1=Moderate}}{{c5-1=Light}}{{c6-1=None}}{{c1-2=**Falling**\n**Rate**}}{{c2-2=±2 ft./sec. (120 ft./rd.)}}{{c3-2=4 ft./sec. (240 ft./rd.)}}{{c4-2=8 ft./sec. (480 ft./rd.)}}{{c5-2=16 ft./sec. (960 ft./rd.)}}{{c6-2=32 ft./sec. (2000 ft./rd.)}}{{c1-3=**Damage**\n**Sustained**}}{{c2-3=None}}{{c3-3=None}}{{c4-3=1 per 10 ft.¹}}{{c5-3=1d2 per 10 ft.²}}{{c6-3=1d3 per 10 ft.³}}{{effects2=¹ Maximum of 8 points\n² Maximum of 10d2\n³ Maximum of 12d3\n\n If you prefer to use the combat round scale from *Player’s Option: Combat & Tactics* , rounds are approximately one-tenth as long, and movement per round is reduced accordingly. For example, in moderate winds, the caster will fall about 48 feet per round in the *Combat & Tactics* scale.' +}; +//#endregion + const priestSpells = {}; priestSpells['pri1'] = pri1; priestSpells['pri2'] = pri2;